Hexspiel

TBD

Designer(s): chaotic_iak Match Type: DM (for 2 players)
Featured in: DM Colosseum

⚔️ Hexspiel ⚔️


This game is new to this tournament. This game was created by chaotic_iak, and was inspired from Hex by John Nash and Goofspiel by Merrill Flood.


The goal of the game is to connect opposite sides of the Hex board, by winning Goofspiel rounds.


RULES

The game is played on a hexagonal 8x8 board. Each cell is identified by a coordinate and a cost in Action Points (AP). Each pair of opposite sides belong to a player.



The game is also played using cards. Each player gets a set of 9 bidding cards, each having a value and some having additional effects.



There are also 7 prize cards, each having a worth and an amount of AP.



Text copy of the cards are provided in the appendix.


Each player has an AP bank where they keep all their AP. You begin the game with 5 AP in your bank. You also begin the game with all your bidding cards.


The game is played in Goofspiel rounds. After most Goofspiel rounds, there will be a Hex turn for one of the players. Every 7 Goofspiel rounds is called a Goofspiel set.


During a Goofspiel round, a random prize card will be revealed. During a single Goofspiel set, each prize card will appear exactly once. Each player will then play one of their bidding cards simultaneously. During a single Goofspiel set, you may not play a bidding card more than once. When you play a card with "when you play this" effect, you get its effect right away, adding an amount of AP to your bank.


After both players have selected a bidding card, both bidding cards will then be revealed. The winner wins the prize card, gets the AP added to their AP bank, and wins the right for the upcoming Hex turn. If the winner played a card with "if you win this round" effect, the AP they gain is modified by the effect. In case of a tie, the AP on the prize card is divided evenly to both players (rounded down), neither player gets the prize card, and neither player gets the Hex turn (and so there is no Hex turn coming after the Goofspiel round).


If you won the Goofspiel round, you will have the right to play the Hex turn; your opponent doesn't get to do anything during the turn. The Hex turn comes immediately after the Goofspiel round. On a Hex turn, you will use your AP to place your pieces on the board.


You may place 0-2 pieces during your turn. You must place pieces on empty spaces, and you must have enough AP to pay for the cost of the space(s) you occupy. There is also a requirement on not stockpiling AP: if you end the turn by placing less than 2 pieces (unless the board only has 1 space left), you may not have more than 30 AP.


After you have your Hex turn, you may declare a pattern by matching one of the following configurations (possibly with rotation). State which cells make up the pattern. If you are correct, you will get the corresponding bidding card into your hand, which permanently replaces the existing one of equal value. You may only declare one pattern at a time, and only if you have the right to your Hex turn. Patterns are independent; both players may declare the same pattern, and each player may declare all three patterns over time.


The patterns are:

  • 5-in-a-row. Completing this pattern gives the card "Value: 4; If you win this round, +4 AP".
  • 6 forming a ring. Completing this pattern gives the card "Value: 9; If you win this round, -1 AP".
  • 7 forming a Y. Completing this pattern gives the card "Value: 2; When you play this, +1 AP".


At the end of every Goofspiel set (just before the Hex turn of the 7th round), the player with higher total worth of prize cards won gets an additional 10 AP bonus. (This is not necessarily the winner of the 7th round, but if it is, they can use the 10 AP for their Hex turn.) All prize cards are then reshuffled for the next set, and each player's bidding cards are replenished.


The game ends once a player manages to connect their two sides using their pieces. It is guaranteed there will be one such player when the board is full. The game ends; that player wins.


ADMINISTRATION

Play your bidding cards in your private channel. Make your Hex moves in the public game room.


Information revealed in public game room: current board state, current Goofspiel round count in the set, both AP banks, which patterns have been matched. Additionally, the list of all bidding cards and prize cards will accompany each update image as a reference.


Information revealed in private channel: nothing. In particular, you need to keep track which bidding cards and prize cards have appeared in the set.


Time controls: 1 minute to submit a bidding card; you may change your submission until the minute ends. If you don't submit a valid bidding card in time, you will play a random bidding card, but your opponent will win the prize card regardless of what value the card is. (You still get "when you play this" effects.) 1 minute to make your Hex turn; I will take the first legal move, so if you want to play two pieces, make sure to make it in the same post. If you don't submit a move in time, you are assumed to play no piece; if you also have more than 30 AP at the time, you immediately lose (for violating the no stockpile rule).


Info: Update image looks like this:



I just realized I said I'd provide text copy of cards in the appendix and then didn't include the appendix.


Bidding cards

Value: 1; When you play this, +1 AP

Value: 2

Value: 3

Value: 4

Value: 5

Value: 6

Value: 7

Value: 8; If you win this round, -1 AP

Value: 9; If you win this round, -2 AP


Upgrades

Value: 4; If you win this round, +4 AP

Value: 9; If you win this round, -1 AP

Value: 2; When you play this, +1 AP


Prize cards

Worth 1; +8 AP

Worth 2; +7 AP

Worth 3; +6 AP

Worth 4; +5 AP

Worth 5; +5 AP

Worth 6; +4 AP

Worth 7; +4 AP


TL;DR: You're playing a game of Hex. To gain the right of moving on the board, as well as currency you can spend to place your pieces, you need to win Goofspiel rounds.


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